/// <summary> /// Register to get Tango pose callbacks for specific reference frames. /// /// NOTE: Tango pose callbacks happen on a different thread than the main /// Unity thread. /// </summary> /// <param name="framePairs">The reference frames to get callbacks for.</param> internal static void SetCallback(TangoCoordinateFramePair[] framePairs) { if (m_poseAvailableCallback != null) { Debug.Log("PoseListener.SetCallback() called when callback is already set."); return; } Debug.Log("PoseListener.SetCallback()"); m_poseAvailableCallback = new PoseProvider.APIOnPoseAvailable(_OnPoseAvailable); PoseProvider.SetCallback(framePairs, m_poseAvailableCallback); }
/// <summary> /// Stop getting Tango pose callbacks. /// </summary> internal static void Reset() { // Avoid calling into tango_client_api before the correct library is loaded. if (m_poseAvailableCallback != null) { PoseProvider.ClearCallback(); } m_poseAvailableCallback = null; m_motionTrackingData = new TangoPoseData(); m_areaLearningData = new TangoPoseData(); m_relocalizationData = new TangoPoseData(); m_onTangoPoseAvailable = null; m_isMotionTrackingPoseAvailable = false; m_isAreaLearningPoseAvailable = false; m_isRelocalizaitonPoseAvailable = false; #if UNITY_EDITOR m_mostRecentEmulatedRelocalizationTimestamp = -1; #endif }
/// <summary> /// Stop getting Tango pose callbacks. /// </summary> internal static void Reset() { // Avoid calling into tango_client_api before the correct library is loaded. if (m_poseAvailableCallback != null) { PoseProvider.ClearCallback(); } m_poseAvailableCallback = null; m_motionTrackingData = new TangoPoseData(); m_areaLearningData = new TangoPoseData(); m_relocalizationData = new TangoPoseData(); m_onTangoPoseAvailable = null; m_isMotionTrackingPoseAvailable = false; m_isAreaLearningPoseAvailable = false; m_isRelocalizaitonPoseAvailable = false; #if UNITY_EDITOR m_mostRecentEmulatedRelocalizationTimestamp = -1; #endif }
/// <summary> /// Register to get Tango pose callbacks for specific reference frames. /// /// NOTE: Tango pose callbacks happen on a different thread than the main /// Unity thread. /// </summary> /// <param name="framePairs">The reference frames to get callbacks for.</param> internal static void SetCallback(TangoCoordinateFramePair[] framePairs) { if (m_poseAvailableCallback != null) { Debug.Log("PoseListener.SetCallback() called when callback is already set."); return; } Debug.Log("PoseListener.SetCallback()"); m_poseAvailableCallback = new PoseProvider.APIOnPoseAvailable(_OnPoseAvailable); PoseProvider.SetCallback(framePairs, m_poseAvailableCallback); }